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Locust LCT-1V
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Locust LCT-1V
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==Loadouts== *The LCT-1V is arguably the worst of the Locusts due to its terrible hardpoints: yes, it's technically possible to mount an AC/2 with a ton of ammo on this 'mech and it will even let you choose which arm you prefer to mount the weapon on, but you won't have a single point of armor if you do this, and with early-game gunnery extreme-range sniping is a dicey game with little reward. This leaves you, effectively, with three antipersonnel and one energy hardpoint. *Mounting an LL (or heaven forbid, a PPC) in the CT is technically possible if you're a big fan of sniping (and hate armor), but to really make the most of the LCT-1V, be brave and use the support hardpoints. *In early missions, a MG build (the stock one) can actually be quite useful by scoring the occasional head hit thanks to the sheer amount of ammo it throws around, making it easier to bring 'mechs down in a salvageable manner, 'mechs which of course can immediately replace the Locust. You can go all-in on this strategy and replace the ML with a third MG, which will even allow the LCT-1V to quite effectively take out poorly maintained vehicles with melee attacks early in the game: 30 pinpoint damage opens up the armor and the MGs do the rest. *The best damage/ton comes from stripping the MGs and sticking SLs in all the energy hardpoints, a build which can use the hit-and-run tactic quite effectively to carve open poorly maintained 'mechs in the early game and ignore evasion with most of its weapons to boot. Even then, don't expect the Locust to remain useful for long; even the hardpoint-starved Spider can run a similar build (2xML, 2xSL) while being just as fast, packing JJs, and having more armor. Really, the LCT-1V is just there for the brave, the foolhardy, and those who just don't have another 'mech to drop at this very moment.
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